- Having exported all of the maps…that we want or need from Substance Painter,…what we want to do first of all now…is demonstrate how we might go about using…the floating point .EXR files that we originally created.…Getting those imported into Max and plugged…into a suitable material is going to be…our first order of business.…And so after opening up the material editor…using the M key and jumping into the chair tab,…let's drop a physical material onto the work area.…Apply that to the chair in the scene,…and then make sure that the show shaded material…in viewport option is turned on.…

Now whilst we did write a total of six….exr maps out for this particular piece of geometry,…we aren't really going to need either the height,…AO, or metallic maps in this instance,…and so let's drop a bitmap node onto the work area.…And then after adding the base color map to it,…copy the node twice,…and then add the relevant map channels.…Making certain of course that we also…connect each of the maps to the relevant inputs…on the physical material, and that we again drop…

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Released

10/12/2018

Discover how to leverage the substance-based toolset from Allegorithmic to create photorealistic texture maps for your 3ds Max projects. In this course, you can explore the workflow for integrating Substance Designer, Substance Painter, and the Bitmap2Material (B2M) node with 3ds Max. Brian Bradley explains what substance-based tools are and how to use them within the 3ds Max application as well as the V-Ray rendering engine. He demonstrates how to create materials from photographic assets using the B2M node, how to work with substance materials from Substance Designer, and how to export bitmap textures from both Substance Designer and Substance Painter for use in 3ds Max and V-Ray.